Sardakk N'Orr - Mechs & Leaders Update - Twilight Imperium: Prophecy of Kings

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  • čas přidán 10. 01. 2021
  • Rulebreaker revisits the Sardakk N'Orr - with a look at how things have changed for them since the release of the Prophecy of Kings expansion for Twilight Imperium 4th Edition.
    Join us as we look through their Mech units, Leaders, and new possibilities.
    Original Sardakk N'Orr Guide: • Sardakk N'Orr Player's...
    Music by bensound.com
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Komentáře • 58

  • @charleshixon1458
    @charleshixon1458 Před 2 lety +3

    Played them recently. They were absolutely dominating. I got lucky with two yellow tech planets, one from explore, and researched psychoarcheology round one. Round 2, no tech :( card for me, I got transit diodes. Got a red tech planet. Round 3, no tech card again :(, cruiser 2s (odd choice you say?). Bum rushed primor and had commander assist invasion all thanks to the cruisers 2s. Build, transit diodes, primor, attack using commander, agent reinforces. By round 5 I had a blue tech skip get me grav drive and exo II, held two legendary planets, Primor & Mirage and Mecatol Rex in addition to 7 other non home system planets. Kept up the pressure using my ground forces and held my home & legendary systems with fleet. Only regret was that I didn’t go for integrated economy sooner, but did for for particle weave.

  • @Quincy_Morris
    @Quincy_Morris Před 3 lety +17

    Bugs being able to just yeet their mechs into systems and ignore the space combat is terrifying. Cause those are mechs which auto hit when you sustain damage. They don’t need ships. This is absolutely insane.
    I love it.

  • @tejotl
    @tejotl Před 3 lety +13

    Looking at leaders I believe the main thing for Sardakk is that they can limit the amount of blue tech they need to stay mobile and reach Exotrireme II. Super excited to play the bug boyz and see how AI development algorithm opens up their potential

  • @Potatis1337
    @Potatis1337 Před 3 lety +10

    Thanks again for these videos - they are great! Always a great view when I see a new one pop up! :D

  • @gradishartregaron3276
    @gradishartregaron3276 Před 3 lety +7

    So a N’Orr Mech with a Valkyrie Particle Weave would automatically do 2 hits after the 1st time it sustained damage? If it actually rolled a hit…that would be 3.
    Wow.

  • @gradishartregaron3276
    @gradishartregaron3276 Před 3 lety +3

    The other interesting thing with the Commander is that it doesnt specify who’s committing ground forces…it only states “During the ‘Commit Ground Forces’ Step.” I read that as allowing the N’Orr to commit up to 1 ground force from each non-activated and adjacent planet they control if an attacking force is “committing ground forces” to attack a planet controlled by the N’Orr. Essentially, the bugs can swarm from planet to planet to attack or defend.

    • @attilamagyar91
      @attilamagyar91 Před 3 lety +1

      only the active player can commit ground forces, so Sardakk cannot.

  • @Quincy_Morris
    @Quincy_Morris Před 3 lety +6

    Maybe do an update to this video explaining how the commander allows for troops to attack without ships? I feel like that is such a huge change to this race... it’s kinds it’s whole deal now.

  • @maxpowerdup
    @maxpowerdup Před 3 lety +3

    The commander is FAQ worthy, as there are at least 3 interpretations flying around. 1. Activate, ignore ships, commit, 2. activate, have a ship in space, commit, 3. activate, have aground force in space, commit.

  • @IronMan-mo5gy
    @IronMan-mo5gy Před 3 lety +3

    Fantasy Flight: "We are gonna make Sardakk N'Orr really good at invasion combat."
    Sol and Yin: "Oh?"

  • @UnreasonableOpinions
    @UnreasonableOpinions Před rokem

    The agent action also really supports the Mercenary playstyle that works so well in more political games - people will pay a lot for what is basically an Orbital Drop. If two players are engaged in a sustained war keeping it going helps keep your armies fresh.

  • @mortaljokes
    @mortaljokes Před 3 lety +8

    You don't need ships to activate, initiate or move ground troops from neighbouring systems. You can skip straight to commit ground forces.

    • @RulebreakerBoardgames
      @RulebreakerBoardgames  Před 3 lety +1

      Thanks for clarifying that, Kitti.

    • @khaaneph7311
      @khaaneph7311 Před 3 lety +3

      Wait... so if you have your commander ready, so long as you have an adjacent planet(s) loaded with boyz, you can dive them right in?

    • @mortaljokes
      @mortaljokes Před 3 lety +1

      @@khaaneph7311 One per planet, yes. No need for ships. Although carrier2 still comes in handy to move your troops around efficiently and for their hero.

    • @khaaneph7311
      @khaaneph7311 Před 3 lety +3

      @@mortaljokes wait but the card still states after you move ships into an active system.

    • @diegodiazdeespadaeizaguirr7434
      @diegodiazdeespadaeizaguirr7434 Před 3 lety +1

      @@khaaneph7311 i think you are talking about the Hero and he was talking about the Commander

  • @jewfrogabe19
    @jewfrogabe19 Před 2 lety +1

    I hated sardak before POK. But now it seems pretty fun to play. Just yolo your way through the galaxy and become mindless bug invaders. Probably won't win but definitely be fun to play as.

  • @MuchachoC
    @MuchachoC Před 3 lety +5

    their mech hit on a 5 and also produce a hit when they use Sustain Damage. a mech alone can pretty much take any planet defended by 1 mech or even by 2 infantry, without the need for ships. If you have a yellow skip in your slice try yellow Sardakk. With Transit Diodes and Integrated Economy it is hilariously fun. Who needs Exotriremes anymore?

    • @RulebreakerBoardgames
      @RulebreakerBoardgames  Před 3 lety +3

      Yeah, it means that they can create nice cheap invasion fleets too and just constantly expand...

    • @Quincy_Morris
      @Quincy_Morris Před 3 lety +3

      @@RulebreakerBoardgames plus their carriers can focus on bringing fighters only (Norr Fighters were already great) as their ground units can move without capacity.
      Didn’t think of transit diodes though. That sounds quite good as getting your mechs spread out can be annoying.

  • @DarthRadical
    @DarthRadical Před 3 lety +1

    It feels like it's being behind on technology is what really hurts them. I do think that AI Development Algorithm may help them a bit there, but they're still in a rough position. I am tempted to try to make a largely ground-forces build work for them - relying upon their commander and their scary mechs to take planets without needing to take the space above, and then adding troops to hold them via their agent.
    With Valkyrie Particle Weave, one mech would nearly always be able to take 2-3 infantry solo, and it's hard for all neighbors to keep 4+ infantry on all of their planets within reach. And if I have 2+ planets adjacent, they'd need even more.

  • @jessedijkstra1220
    @jessedijkstra1220 Před 2 lety

    is the commit ground forces step per planet or per system? like if sardak had a system with two planets and two infantry on each planet adjecent to another system from another player with two pl planets and two infantry on each planetnets, would they be able to commit two ground forces to each planet, or would they only be able to commit two ground forces in total, so one to each planet ot two ground forces to one planet?

    • @jerrydelguercio5462
      @jerrydelguercio5462 Před 2 lety

      they can commit ground forces to a planet. 1 per planet in the system and one from each planet in adjacent systems. each planet invasion is sperate. so if the first invasion fails on a 2 planet system the second can pull troops also. as long as a token isn't in the system.

  • @ninetoes8246
    @ninetoes8246 Před 3 lety +1

    Tied with the other two abilities, the Hero’s ability could place a massive force on a planet.

    • @RulebreakerBoardgames
      @RulebreakerBoardgames  Před 3 lety +2

      Potentially, yes. A bit of coordination and forward planning might actually make the Big Dumb Bug Monsters one of the more thinky factions after all...

    • @ninetoes8246
      @ninetoes8246 Před 3 lety

      @@RulebreakerBoardgames , still I agree that even with this potential, it doesn't make them more likely to win.

    • @RulebreakerBoardgames
      @RulebreakerBoardgames  Před 3 lety +2

      That feels like a challenge.

    • @bonogiamboni4830
      @bonogiamboni4830 Před 2 lety +1

      I dumped 12 infantry on mecatol when i played with them. I won the game.

  • @GuillotinedChemistry
    @GuillotinedChemistry Před 3 lety +2

    Man, my timing is good again. Looking at the commander's power, could you activate a system and then just move ground forces in? could you essentially invade without doing space combat? I'm guessing not... That seems more powerful than the hero. I'm guessing you can't normally invade unless you've cleared the space above the planet...

    • @RulebreakerBoardgames
      @RulebreakerBoardgames  Před 3 lety +2

      That's an interesting thought. You need to have units in the system to start the fight, so I imagine you can't do what you're thinking. Would be cool if you could, but I think you do need to actually start the fight in the system.

    • @mortaljokes
      @mortaljokes Před 3 lety +2

      No, you actually can. It's been confirmed by the creator.

    • @RulebreakerBoardgames
      @RulebreakerBoardgames  Před 3 lety

      Oh wow, that's interesting!

    • @leyorap3582
      @leyorap3582 Před 3 lety +2

      can you give me a link or reference where the creator said this?

    • @mortaljokes
      @mortaljokes Před 3 lety +1

      @@leyorap3582 no, I can give a link where someone else confirms it on reddit.

  • @barnabyalsop5601
    @barnabyalsop5601 Před 3 lety +2

    The bugs are breeding! Sardakk N'orr are going to be spreading like cockroaches with these new heroes and mechs. Looks like they can just splurge on combat ships and let the infantry walk (fly?) in from neighbouring systems - scary!